Just curious for input regarding such: where and when is a good situation to use which stat damage weapons?
Self notes on stat damage (any corrections/addendums would be helpful):
Weakening, or rogue with crippling strike (str damage). Enfeebling for damage on crit.
- Reduces to-hit (assuming non-finesse) and melee damage
- Causes helpless (no spellcasting)
Maladroit (dex damage). Bonebreaking for damage on crit.
- Reduces AC, reflex (assuming non-insightful reflexes) and to-hit (assuming finesse/ranged)
- Typically quickest to auto-crit (usually Dex is the lowest of mob stats).
Wounding (con damage). Puncturing for damage on crit.
- Reduces max HP and fortitude
- Found only on piercing/slashing
- Causes 6 second stun?
Personal notes:
0) Note: When any stat is reduced to 0, mobs are rendered into auto-crit status.
1) Weakening seems most useful compared to the others (when soloing): one can assume you only stat-damage enemies which takes some time to kill, and Weakening reduces the damage potential of your target significantly.
2) Useful for monks in crane stance: enemies in auto-crit means your earth strikes (increase base damage, and hence crits, in addition to acid burst effect), earth special (+1 crit multiplier), earth finisher (+2 crit multiplier) all contribute effectively, and ki generation is inexhaustible (meaning you can spam earth strikes + finisher + touch of death).
3) In a party, after a monk drops a mob into auto-crit it is worthwhile to switch to another target: Other classes use weapons with far better crit multipliers.
4) Heal spells recover stat damage. Don't try this with enemy healers nearby unless trying to take down an enemy healer in this manner.
5) Less useful, but not useless on bosses (unless they cast Heal, like Shroud part 2). -10 Str is -5 to-hit and melee damage, -10 Dex is -5 AC, -10 Con is less HP.